This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revision Both sides next revision | ||
move:animation [2015/05/15 03:20] Mistermind |
move:animation [2022/12/23 19:24] FreedTerror |
||
---|---|---|---|
Line 2: | Line 2: | ||
Set and test move animations here. | Set and test move animations here. | ||
- | {{ :move:move_animation2.png?nolink |}} | + | {{ :move:move_animation.png?nolink |}} |
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== File ==== | ||
+ | |||
+ | **Hitbox Definition Type:** | ||
+ | *Auto Map: Hit Boxes setup in the [[character: | ||
+ | *Custom: Hit Boxes setup in a Custom Hit Boxes file will be used. | ||
**Animation Clip:** The animation file (it's the file under your imported FBX file structure). | **Animation Clip:** The animation file (it's the file under your imported FBX file structure). | ||
+ | |||
+ | **Custom Hitboxes:** | ||
+ | *Refresh: | ||
+ | |||
+ | **Preview Recorded Maps:** | ||
**Wrap Mode:** The animation wrap mode. Only works if //Animation Flow// is set to // | **Wrap Mode:** The animation wrap mode. Only works if //Animation Flow// is set to // | ||
Line 10: | Line 24: | ||
**Disable Head Look:** If enabled, will disable [[character: | **Disable Head Look:** If enabled, will disable [[character: | ||
- | **Apply Root Motion:** If enabled, the animation will have total control of the characters position in the field during its duration. When the animation is over, the engine will automatically re-adjust to new position and realign the Z axis. | + | **Apply Root Motion:** If enabled, the animation will have total control of the characters position in the field during its duration. When the animation is over, the engine will automatically re-adjust to new position and realign the Z axis. If you are using Mecanim, make sure you have the proper [[http://docs.unity3d.com/Manual/RootMotion.html|animation setup]]. |
- | * Root Motion Node: If a body part is selected, after the animation ends the engine will attempt to force the character' | + | *Lock X Motion: |
- | * Force Grounded: If toggled the character will automatically be brought back grounded on //Standing// state. | + | *Lock Y Motion: |
+ | *Lock Z Motion: | ||
+ | ---- | ||
- | **Animation | + | ==== Speed ==== |
- | **Total Frames:** Upon changing the speed of your animation, UFE will calculate (based on the FPS architecture of this move) how many frames it has. If you are satisfied with the results, click apply. Note: Make sure you set these before working with other frame options as changing these values will affect other frame data. | + | **Fixed Speed**: Toggle this option to have a fixed animation speed throughout the entire move. Untoggle it to use speed keyframes. |
+ | |||
+ | **Base Speed:** The desired animation speed. Use negative numbers to make the animation play in reverse. | ||
+ | When Fixed Speed is // | ||
+ | |||
+ | **Speed Key Frames:** Changes the animation speed at runtime, altering its frame data properties. | ||
+ | * Casting Frame: The frame in which the speed will change. | ||
+ | * New Speed: The new speed value. | ||
+ | * Frame Window (Aprox.): The amount of frames the animation will have in between this and the next key frame. | ||
+ | |||
+ | **Original Frames:** How many frames the animation is. | ||
+ | |||
+ | **Time (Seconds): | ||
+ | |||
+ | **Total Frames:** Upon changing the speed of your animation | ||
+ | |||
+ | **Apply:** Applies the total frames count to the move. If you see an asterisk * next to Time and/or Total Frames the Total Frames count has not been applied to the move. You may encounter some strange behavior if you don't apply the Total Frames count to the move. | ||
---- | ---- | ||
+ | |||
==== Blending ==== | ==== Blending ==== | ||
**Override Blending (In):** If enabled, this value will override the default blending value set for the character. Setting this value too high may affect the frame data of your move. | **Override Blending (In):** If enabled, this value will override the default blending value set for the character. Setting this value too high may affect the frame data of your move. | ||
Line 26: | Line 59: | ||
---- | ---- | ||
+ | |||
==== Orientation ==== | ==== Orientation ==== | ||
Set orientation and mirror settings for the move here. | Set orientation and mirror settings for the move here. | ||
Line 38: | Line 72: | ||
---- | ---- | ||
+ | |||
==== Preview ==== | ==== Preview ==== | ||
{{ : | {{ : | ||
Line 46: | Line 81: | ||
**Smooth Preview:** Play the animation in smooth motion instead of frame by frame. | **Smooth Preview:** Play the animation in smooth motion instead of frame by frame. | ||
+ | |||
+ | **Animation Time:** Displays the current time in seconds and percentage of completion of the animation. | ||
+ | |||
+ | **Frame:** Displays the current frame of the animation. | ||
+ | |||
+ | **Current Speed:** Displays the current speed of the animation. | ||
+ | |||
+ | **Reset Scene View:** | ||
+ | |||
+ | **Close Preview:** Destroys the character prefab and closes the animation preview options. | ||
**Notes:** | **Notes:** | ||
Line 52: | Line 97: | ||
---- | ---- | ||
Code example: | Code example: | ||
- | <code c#>void OnHit(HitBox strokeHitBox, | + | <code c#>void OnHit(HitBox strokeHitBox, |
Debug.Log(" | Debug.Log(" | ||
Debug.Log(" | Debug.Log(" |